Re: [Flightgear-devel] B-1B Lancer goes cvs

2007-07-11 Thread Markus Zojer
Thanx for the reply AnMaster!

Since I am using only osg for my development, there could of course be 
some incompatabilities for the plib libraries. I experienced also 
changes in appearance when updating osg one week ago but I will 
investigate further.
This rather raw model however is just a replacement for a more accurate 
one in work now.

Fly on,
Markus

AnMaster wrote:
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA512

 I copied the missing files from the original tarball but I notice some
 problems with the model:
 I can see the ground through the engine outlets and the windows in external
 view, seems like the aircraft got no inside. If I use fg/osg I can no longer
 see ground through the engine outlets but still through the windows:
 http://pics.ww.com/d/65568-1/B-1B.png

 Btw, on the right on the screenshot are some odd lines, the right half always
 got artifacts like that on screenshots with fg/osg but never with fg/plib for
 me. Someone should probably investigate that bug.

 Regards
 AnMaster

 AnMaster wrote:
   
 Using fg/plib I get this:

 WARNING: ssgSGIHeader::: Failed to open
 /home/anmaster/src/flightgear/data/Aircraft/B-1B/Models/Instruments-3d/knob.rgb'
 for reading.
 Failed to load submodel: Failed to open file
  at
 /home/anmaster/src/flightgear/data/Aircraft/B-1B/Models/Instruments-3d/hsi/hsi.xml
 Failed to load aircraft from Aircraft/B-1B/Models/B-1B.xml
 (Falling back to glider.ac.)


 I tried to check it out again but that didn't help.

 Regards,
 AnMaster

 Melchior FRANZ wrote:
 
 * Markus Zojer -- Tuesday 10 July 2007:
   
 http://homepage.univie.ac.at/markus.zojer/fgfs/B-1B.tar.gz

 start with --aircraft=B-1B
 
 Thanks, committed. I changed the line endings in one file from
 DOS to UNIX, made absolute paths in the animation file relative,
 and I had to crop the thumbnail. Requested size is 171x128 (as per
 Curt's order). You may want to submit another one which doesn't
 cut off the nose.   ;-)
   
 FYI: There are some ugly transparency artifacts under fgfs 0.9.11.
   
 m.
   
 
 PS: files are under GPL, as confirmed by Markus
   
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Re: [Flightgear-devel] B-1B Lancer goes cvs

2007-07-11 Thread Markus Zojer
Thanx for the reply!

The sound system is on the todo list for the next patch, didn't have 
time to review it yet. I have to dig in sounds much deeper since they 
are a key component to realism.

Fly on,
Markus

Maik Justus wrote:
 Hi Markus,

 thanks for the new aircraft.
 I found a small problem in b-1b-sound.xml.
 There was a bug in the directional sound in Flightgear, which made the 
 directional sound not work. Due to this, nobody recognized some mistakes 
 in the README.xmlsound. (It's all fixed now). The direction need not to 
 be given as a set of angles, but as a vector pointing forward. And 
 instead of inner/outer-cone it should be inner/outer-angle.

 Maik

 Markus Zojer schrieb am 10.07.2007 16:29:
   
 Hello all!

 As promised a preview version of the bone for cvs.
 Can be downloaded here:
 http://homepage.univie.ac.at/markus.zojer/fgfs/B-1B.tar.gz

 start with --aircraft=B-1B

 Some feedback about the FDM would be nice, since I never flew the bone :-)

 Fly on,
 Markus

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Re: [Flightgear-devel] B-1B Lancer goes cvs

2007-07-11 Thread Detlef Faber
Am Mittwoch, den 11.07.2007, 09:17 +0200 schrieb Markus Zojer:
 Thanx for the reply AnMaster!
 
 Since I am using only osg for my development, there could of course be 
 some incompatabilities for the plib libraries. 

This is the object sorting bug in plib. The transparent objects need to
be moved to the end of the .ac file, or moved to a different .ac file
and loaded at the end of the Model .xml file (which IMHO displays
better, if external loads need to be seen through transparent objects,
such as propdisks).

Greetings

Detlef

 I experienced also 
 changes in appearance when updating osg one week ago but I will 
 investigate further.
 This rather raw model however is just a replacement for a more accurate 
 one in work now.
 
 Fly on,
 Markus
 
 AnMaster wrote:
  -BEGIN PGP SIGNED MESSAGE-
  Hash: SHA512
 
  I copied the missing files from the original tarball but I notice some
  problems with the model:
  I can see the ground through the engine outlets and the windows in external
  view, seems like the aircraft got no inside. If I use fg/osg I can no longer
  see ground through the engine outlets but still through the windows:
  http://pics.ww.com/d/65568-1/B-1B.png
 
  Btw, on the right on the screenshot are some odd lines, the right half 
  always
  got artifacts like that on screenshots with fg/osg but never with fg/plib 
  for
  me. Someone should probably investigate that bug.
 
  Regards
  AnMaster
 
  AnMaster wrote:

  Using fg/plib I get this:
 
  WARNING: ssgSGIHeader::: Failed to open
  /home/anmaster/src/flightgear/data/Aircraft/B-1B/Models/Instruments-3d/knob.rgb'
  for reading.
  Failed to load submodel: Failed to open file
   at
  /home/anmaster/src/flightgear/data/Aircraft/B-1B/Models/Instruments-3d/hsi/hsi.xml
  Failed to load aircraft from Aircraft/B-1B/Models/B-1B.xml
  (Falling back to glider.ac.)
 
 
  I tried to check it out again but that didn't help.
 
  Regards,
  AnMaster
 
  Melchior FRANZ wrote:
  
  * Markus Zojer -- Tuesday 10 July 2007:

  http://homepage.univie.ac.at/markus.zojer/fgfs/B-1B.tar.gz
 
  start with --aircraft=B-1B
  
  Thanks, committed. I changed the line endings in one file from
  DOS to UNIX, made absolute paths in the animation file relative,
  and I had to crop the thumbnail. Requested size is 171x128 (as per
  Curt's order). You may want to submit another one which doesn't
  cut off the nose.   ;-)

  FYI: There are some ugly transparency artifacts under fgfs 0.9.11.

  m.

  
  PS: files are under GPL, as confirmed by Markus

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Re: [Flightgear-devel] OpenSceneGraph 2.0

2007-07-11 Thread John Denker
On 07/10/2007 01:40 PM, Csaba Halász wrote:

 Maybe try the sed hack with a shorter prefix, such as replacing
 _ZNSt6vector with _ZNSt6vectorX. Note that it is a pretty brutal thing
 to do for the whole binary, and might break it in a million ways.

1) It's more likely to work if the replacement string is the same
length as the replaced string, such as:
s/_ZNSt6vector/_ZNSt6vectoX/
   not  s/_ZNSt6vector/_ZNSt6vectorX/

That's an important part of the trick, if you're going to be
using sed to hack binary files.

2) A prefix that short is brutal indeed.  In fglrx_dri there are
57 symbols that begin with _ZNSt6vector ... I thought there was
only one function that had been identified as a troublemaker.


3) I would try
 strings /usr/lib/dri/fglrx_dri.so | grep vector.*reserve
expecting to see something like
 _ZNSt6vectorI13ShUniformInfoSaIS0_EE7reserveEj
 _ZNSt6vectorIi14pool_allocatorIiEE7reserveEj
*_ZNSt6vectorIiSaIiEE7reserveEj
 vector::reserve

of which the one that most resembles the starred version is the
one that needs to be hacked.

Unless fglrx_dri has more than one bug :-( ...

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Re: [Flightgear-devel] Property path... again...

2007-07-11 Thread AnMaster
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA512

Maik Justus wrote:
 Hi,
 
 just for clarification:
 The leading slash has no influence, if a property if transferred over 
 the MP-protocol (that is a hard-coded list).
 But if you use an absolute path instead of a relative, then the 
 animation depends only on the absolute path, even if the model is a 
 MP-aircraft. If the players-aircraft has the same property defined as 
 the MP-aircraft is referencing (e.g. the player uses the same aircraft), 
 than the MP-aircraft will show the same animations as the players 
 aircraft. This is valid for every animation, not only elevator and gear. 
 Therefore every aircraft should do relative references to the property 
 wherever it is possible.

Indeed, therefore I see no reason not to fix all properties.

AnMaster
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Re: [Flightgear-devel] Property path... again...

2007-07-11 Thread AnMaster
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA512



gh.robin wrote:
 On Wed 11 July 2007 10:18, Maik Justus wrote:
 Hi,

 just for clarification:
 The leading slash has no influence, if a property if transferred over
 the MP-protocol (that is a hard-coded list).
 But if you use an absolute path instead of a relative, then the
 animation depends only on the absolute path, even if the model is a
 MP-aircraft. 
 If the players-aircraft has the same property defined as 
 the MP-aircraft is referencing (e.g. the player uses the same aircraft),
 than the MP-aircraft will show the same animations as the players
 aircraft. This is valid for every animation, not only elevator and gear.
 Therefore every aircraft should do relative references to the property
 wherever it is possible.

 Maik

 
 That is exactly what i wonder, with the increase of aircraft animations, 
 there 
 is , and will be, more and more, accurate animations,
 = for instance highly detailed gears with  compression animation, struts, 
 actuators, connecting-rods, . (i have a model not yet in CVS which 
 has such costly animations), 
 within MP , which such animations we are going to a huge cpu consumption with 
 significant loss of FPS, i have with my computer that problem, which is still 
 acceptable.
 
 Could it be possible , to limit the MP animation only to property surface 
 position property/, the model creators will take care of i. 
 When making the animations, he could decide if one specification is valuable 
 for the pilot only or valuable for both the pilot and the MP visual observer.
 
I find correct gear very important. Seeing aircrafts taxing around without
gear extended, or gear that isn't resting on ground correctly, is quite
irritating.

Also isn't it possible to create a low res model that will be used for AI
aircrafts?

Regards
AnMaster
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Re: [Flightgear-devel] Property path... again...

2007-07-11 Thread gh.robin
On Wed 11 July 2007 10:18, Maik Justus wrote:
 Hi,

 just for clarification:
 The leading slash has no influence, if a property if transferred over
 the MP-protocol (that is a hard-coded list).
 But if you use an absolute path instead of a relative, then the
 animation depends only on the absolute path, even if the model is a
 MP-aircraft. 
 If the players-aircraft has the same property defined as 
 the MP-aircraft is referencing (e.g. the player uses the same aircraft),
 than the MP-aircraft will show the same animations as the players
 aircraft. This is valid for every animation, not only elevator and gear.
 Therefore every aircraft should do relative references to the property
 wherever it is possible.

 Maik


That is exactly what i wonder, with the increase of aircraft animations, there 
is , and will be, more and more, accurate animations,
= for instance highly detailed gears with  compression animation, struts, 
actuators, connecting-rods, . (i have a model not yet in CVS which 
has such costly animations), 
within MP , which such animations we are going to a huge cpu consumption with 
significant loss of FPS, i have with my computer that problem, which is still 
acceptable.

Could it be possible , to limit the MP animation only to property surface 
position property/, the model creators will take care of i. 
When making the animations, he could decide if one specification is valuable 
for the pilot only or valuable for both the pilot and the MP visual observer.



Regards
-- 
Gérard


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Re: [Flightgear-devel] Property path... again...

2007-07-11 Thread gh.robin
On Wed 11 July 2007 13:30, AnMaster wrote:
 gh.robin wrote:

 
  That is exactly what i wonder, with the increase of aircraft animations,
  there is , and will be, more and more, accurate animations,
  = for instance highly detailed gears with  compression animation,
  struts, actuators, connecting-rods, . (i have a model not yet in
  CVS which has such costly animations),
  within MP , which such animations we are going to a huge cpu consumption
  with significant loss of FPS, i have with my computer that problem, which
  is still acceptable.
 
  Could it be possible , to limit the MP animation only to property
  surface position property/, the model creators will take care of i.
  When making the animations, he could decide if one specification is
  valuable for the pilot only or valuable for both the pilot and the MP
  visual observer.

 I find correct gear very important. Seeing aircrafts taxing around without
 gear extended, or gear that isn't resting on ground correctly, is quite
 irritating.

 Also isn't it possible to create a low res model that will be used for AI
 aircrafts?

 Regards
 AnMaster


oh, right i don't mean we must keep the landing gear up. (or down permanently)
that MP animation is necessary.

Going further on the landing gear animation (we could have the same request 
with some other aircraft component if the aircraft is highly details), i make 
the difference between  Landing gear UP/DOWN animation,  and compression 
animations.
Compression animation is costly and not very useful to be seen in an MP 
environment, so it could be only seen on the user/pilot side.

This is an example.

-- 
Gérard


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Re: [Flightgear-devel] Property path... again...

2007-07-11 Thread AJ MacLeod
On Wednesday 11 July 2007 12:59, gh.robin wrote:
 Compression animation is costly and not very useful to be seen in an MP
 environment, so it could be only seen on the user/pilot side.

Is that really true though?  Consider especially how many MP aircraft are 
visible at any one time; even at a comparatively busy airport like KSFO, 
there are very few aircraft being animated, with a very limited list of 
properties.  I would be very surprised indeed if such animations were causing 
a significant slowdown, but I'm willing to be corrected by a graphics guru...

Much more significant I'd guess is the fact that some of our models are at 
last becoming nicely detailed and necessarily texture heavy.  The mechanism 
to deal with this is already in place, just not much used; one can create 
an AI version of the aircraft.  I will do this for the Bocian, which is 
reasonably texture heavy (and will get heavier, for which I make no 
apologies whatsoever).

Since the bulk of the textures are for internal details, the AI model can look 
identical from the outside but be much less disruptive in an MP environment.

Cheers,

AJ

PS, with OSG we can use JPEG textures, which give a drastic texture size 
reduction...

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Re: [Flightgear-devel] Property path... again...

2007-07-11 Thread Maik Justus
Hi Gérad,
gh.robin schrieb am 11.07.2007 13:59:
 Compression animation is costly and not very useful to be seen in an MP 
 environment, so it could be only seen on the user/pilot side.
   

Now all animations are done on all MP aircrafts every frame. If the 
property is not transferred over the MP protocol, the animation will be 
constant and therefore not visible as an animation, but it is as costly 
as on the users aircraft. The only way to avoid this, is to make a copy 
of the aircrafts xml file in the AI/aircraft/[aircraft_name] folder and 
remove all the unneeded animations from that file. You can even load 
another 3D-model by this file (lower poly, lower textures, no interior), 
and some LOD would be nice, too.

Maik

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Re: [Flightgear-devel] OpenSceneGraph 2.0

2007-07-11 Thread Csaba Halász
On 7/11/07, John Denker [EMAIL PROTECTED] wrote:
 On 07/10/2007 01:40 PM, Csaba Halász wrote:

  Maybe try the sed hack with a shorter prefix, such as replacing
  _ZNSt6vector with _ZNSt6vectorX. Note that it is a pretty brutal thing
  to do for the whole binary, and might break it in a million ways.

 1) It's more likely to work if the replacement string is the same
 length as the replaced string, such as:

Oh yes, I overlooked that, sorry.

 Unless fglrx_dri has more than one bug :-( ...

Looking at the objdump output, I think not only the reserve methods
are hijacked, so this might as well be the case.

-- 
Csaba

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Re: [Flightgear-devel] Property path... again...

2007-07-11 Thread John Denker
On 07/11/2007 07:26 AM, gh.robin wrote:

 Could it be possible , to limit the MP animation only to property surface 
 position property/, the model creators will take care of i. 
 When making the animations, he could decide if one specification is valuable 
 for the pilot only or valuable for both the pilot and the MP visual observer.

The sentiment of the question makes sense, but the details do not.

The job that needs doing doesn't depend on MP versus pilot.  It depends on
point-of-view (PoV) and field-of-view (FoV).  
 -- In some high-wing aircraft, the gear can be seen from the cockpit,
  even in non-MP simulations.
 -- Cockpit view is only one of several viewing modes.  The outside of the 
  aircraft is visible from many of the modes, even in non-MP simulations.

From such considerations it is easy to conclude that 
 *) The job is to render whatever is within the field of view, to an
   appropriate degree of resolution (based on the zoom factor), and not 
   waste time on whatever is not within the field of view.
 *) Yes, the job needs to be done.
 *) The job needs to be done by the graphics subsystem, not by the author
  of the model.  There are an infinitude of different points of view, and 
  it is not possible to account for them in the model file.  The model file
  should specify the 3D positional relationships of the parts, and the
  graphics system needs to figure out which parts need to be rendered and
  which don't.

In an M-player simulation, there will be M different views of the same 
situation,
but that doesn't change the nature of the job.  It just means there are M
copies of the same basic job.


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Re: [Flightgear-devel] Property path... again...

2007-07-11 Thread Detlef Faber
Hi Maik,

Am Mittwoch, den 11.07.2007, 14:42 +0200 schrieb Maik Justus:
 Hi Gérad,
 gh.robin schrieb am 11.07.2007 13:59:
  Compression animation is costly and not very useful to be seen in an MP 
  environment, so it could be only seen on the user/pilot side.

 
 Now all animations are done on all MP aircrafts every frame. If the 
 property is not transferred over the MP protocol, the animation will be 
 constant and therefore not visible as an animation, but it is as costly 
 as on the users aircraft. The only way to avoid this, is to make a copy 
 of the aircrafts xml file in the AI/aircraft/[aircraft_name] folder and 
 remove all the unneeded animations from that file. You can even load 
 another 3D-model by this file (lower poly, lower textures, no interior), 
 and some LOD would be nice, too.
 
what about liveries? I've tested (a while ago) MP with the bf109 which
uses liveries and it didn't show any livery, just plain white. 
As a workaround I intended to put a fixed livery low-poly model in
AI/Aircraft (didn't do it up to now, sorry...).

Maybe there could/should be a unified property for Liveries over MP?

Greetings

Detlef

 Maik
 
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Re: [Flightgear-devel] Datcom+ 2.1 Release annoucement

2007-07-11 Thread Bill Galbraith
Try downloading it, installing it, go out to the Datcom directory (folder on
your desktop), find the Examples directory, double-clickon Citation.dcm,
then when that process finishes, double click on Citation.ac and
citation.lfi. 5 minutes tops. It is SO easy now on Windows. Now, building
your own model, that's another story ;-}
 
That Windows installed damn near killed me. I was working 12-14 hours a day,
restoring Ghost images of WIndows XP or Vista, occassionally having to
rebuild my disk from scratch. I have WIndows XP with and without Notepad++
installed, Vista with and without Notepad, and Debian, all able to be
loaded. I really check ed this system out. I had a guy in Germany that was
'helping', but he complained about stuff that I just wasn't seeing. There
are some differences in the Windows XP installation ('Program Files' becomes
'Programmes'). Turns out that his system was minorally hosed, and I wasted
about 12 hours finxing something that wasn't a problem.
 
ANyway, give it a try.
 
B


  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Curtis
Olson
Sent: Wednesday, July 11, 2007 4:05 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Datcom+ 2.1 Release annoucement


Dang, I really need to try this package out.  I'm going to need to take a
couple of vacation days or something though.  Getting hammered this entire
summer from all sides.

Made some progress with my UAV altitude hold controller this morning before
work.  I have a plot and a movie of the flightgear replay under today's
entry at this url: 

http://baron.flightgear.org/~curt/UAV/MicroGear1/

Full res movie (so you can read the gauges) is here:

http://baron.flightgear.org/~curt/tmp/mnav-alt-hold.mpeg

Regards,

Curt.


On 7/11/07, Bill Galbraith   mailto:[EMAIL PROTECTED]
[EMAIL PROTECTED] wrote: 

I am happy to annouce the release of of Datcom+ 2.1. This has been a LOT of
work packaging these tools into nice installation packages, for Windows XP
and Windows Vista for point and click people, Cygwin under Windows XP and
Vista for the smells-like-Linux group, and Linux (compiled under Debian).
 
For those of you that don't know what Datcom is, it is an United States Air
Force program that predicts aircraft performance characteristics based on
the geometric shape. There are three visualization tools associated with the
Datcom+ package, two for plotting coefficients and one for plotting the
three dimensional model.
 
The download packages and installation instructions can be found at
http://holycows.net/datcom/
 
This will be the LAST Datcom-related broadcast message on FlightGear and
JSBSim. There is a Yahoo group for Digital_Datcom at
http://tech.groups.yahoo.com/group/digital_datcom/. There are only 11
members right now, but I encourage you to join the group if you are
interested in Datcom. Email traffic is almost non-existant.
 
Bill

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-- 
Curtis Olson - University of Minnesota - FlightGear Project
http://baron.flightgear.org/~curt/  http://www.humanfirst.umn.edu/
http://www.flightgear.org
Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d 

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